95 lines
2.2 KiB
C++
95 lines
2.2 KiB
C++
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#include <stdinc.hpp>
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#include "game/game.hpp"
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#include <utils/hook.hpp>
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#include "game/scripting/event.hpp"
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#include "game/scripting/execution.hpp"
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#include "game/scripting/lua/engine.hpp"
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#include "scheduler.hpp"
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namespace scripting
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{
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std::unordered_map<int, std::unordered_map<std::string, int>> fields_table;
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namespace
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{
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utils::hook::detour vm_notify_hook;
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utils::hook::detour scr_load_level_hook;
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utils::hook::detour g_shutdown_game_hook;
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utils::hook::detour scr_add_class_field_hook;
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std::string last_event;
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void vm_notify_stub(const unsigned int notify_list_owner_id, const game::scr_string_t string_value,
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game::VariableValue* top)
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{
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const auto* string = game::SL_ConvertToString(string_value);
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if (string)
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{
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event e;
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e.name = string;
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e.entity = notify_list_owner_id;
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for (auto* value = top; value->type != game::SCRIPT_END; --value)
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{
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e.arguments.emplace_back(*value);
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}
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if (last_event != e.name)
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{
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last_event = e.name;
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//printf("notify: %s\n", e.name.data());
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}
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lua::engine::notify(e);
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}
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vm_notify_hook.invoke<void>(notify_list_owner_id, string_value, top);
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}
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void scr_load_level_stub()
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{
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scr_load_level_hook.invoke<void>();
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lua::engine::start();
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}
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void g_shutdown_game_stub(const int free_scripts)
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{
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lua::engine::stop();
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return g_shutdown_game_hook.invoke<void>(free_scripts);
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}
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void scr_add_class_field_stub(unsigned int classnum, game::scr_string_t _name, unsigned int canonicalString, unsigned int offset)
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{
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const auto name = game::SL_ConvertToString(_name);
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if (fields_table[classnum].find(name) == fields_table[classnum].end())
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{
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fields_table[classnum][name] = offset;
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}
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scr_add_class_field_hook.invoke<void>(classnum, _name, canonicalString, offset);
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}
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}
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void init()
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{
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vm_notify_hook.create(game::base_address + 0x5CC450, vm_notify_stub);
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scr_load_level_hook.create(game::base_address + 0x520AB0, scr_load_level_stub);
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g_shutdown_game_hook.create(game::base_address + 0x4CBAD0, g_shutdown_game_stub);
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scr_add_class_field_hook.create(game::base_address + 0x5C2C30, scr_add_class_field_stub);
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scheduler::loop([]()
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{
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lua::engine::run_frame();
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}, scheduler::pipeline::server);
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}
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}
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